what are the numbers listed in the left hand (white) fields mean or point to?

The numeric fields are indeed the Dialog.Tlk indices. Right now, as you change the number (even using the up-down arrows on the control) the ResRef and string for the index are updated live.

I want to write a DialogTlk "selector" that would be used here and by many of the other editors in Kotor Tool to make choosing a ResRef easier and reduce type-frustration. Just too many other irons in the fire right now!

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

The module editor was developed, in part, by actually trying to use it to create modules. Many of the other editors are so much simpler that there is only one way for them to work. This one has had many revisions to get it to where it is today.

Right now, there are 10 KotOR I modules and 1 KotOR II module supported. Once some actual demand for module occurs (assuming it does) I can add more.

If folks have an interest in developing something around specific modules, let me know which those are.

Once again, a thousand thank you's!
I am currently working on a Rhen Var mod, but I can't get hte placeables to face the right way.....It's very irritating...I'm using 261/262TEL...If you can tell me how to make the maps, I could make some of them for TSL....Perhaps I could beta test?

Darkkender is correct that this is not done by a script but is handled internally by the game engine when a creature carrying droppable items die.

Creature(UTC) templates have a BodyBag field, which is a reference to the bodybag.2da file, determining the look of their lootable remains. If the BodyBag field is set to 0 (Default), the value in the body_bag column in appearance.2da for that creature's appearance type is used instead.

After reviewing your response and a bit of reflection, I think I need to better describe what I meant...

In the tar_m02aa (K1) module, there is a creature g_sithtroop002. This is the guy who harasses the aliens in the apartment ring. ("...this is a raid!")

This script gets called when the Sith dies, leaving the backpack in his place. This is what I meant by items (not necessarily Placeables) being a part of a module that are not explicitly referenced in the .GIT file.

While I am sorry for the confusion, I am glad in a way because now I know how that BodyBag field works and I have added support for it to the UTC (Creature) editor!

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

I want mention that T7nowhere has donated a considerable amount of personal time to the Kotor Tool Module editor maps effort and has been very busy assembling the 3DS Max models for many of the Telos locations.

Aside from 203TEL and 204TEL (Telos Citadel Station - Residential Module 082 East and West), which I managed to include support for in the latest release of Kotor Tool, he's also done Telos maps 201, 202, 207, 208 and 209.

I'm in the process of setting these up for use in Kotor Tool. Since adding new maps no longer requires a completely new release of Kotor Tool, I'll be making the maps and the updated Mapinfo.bfd file available separately.

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

I just finished the 207tel and 208tel maps; I'll wait until I get the new MapInfo.bfd installer setup before making them available.

The new design allows users to simply download the latest MapInfo.bfd installer, run it, then download whatever maps are available and use them. No more having to completely reinstall a new version of Kotor Tool just to get support for new maps. This new installer simply updates the list of supported maps (which you can now check from the tools menu.)

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

Hey Fred, when your working with utc files and you click the inventory button at the bottom left and the new window opens, i noticed there was a custom items tab at the top left, i was wondering what it was for, i thought maybe it was for custom items that were in the override folder, but when i click on it, it shows nothing. wondering if there was something special i had to do to get it to see the custom items in the override, say like edit an .ini file or place the items in a special folder in the KT directory or something?

Hey Fred, when your working with utc files and you click the inventory button at the bottom left and the new window opens, i noticed there was a custom items tab at the top left, i was wondering what it was for, i thought maybe it was for custom items that were in the override folder, but when i click on it, it shows nothing. wondering if there was something special i had to do to get it to see the custom items in the override, say like edit an .ini file or place the items in a special folder in the KT directory or something?

That custom tab is one of those things that I have to get around to finishing. When I prototype the UI for something, I try to put in those features that would be useful, then see how they pan out. While stuff is in developement, I usually hide those things, so as not to mislead users into thinking that something works (or should be working!) when it isn't supported yet. Sometimes I forget; this is one of those cases.

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

That custom tab is one of those things that I have to get around to finishing. When I prototype the UI for something, I try to put in those features that would be useful, then see how they pan out. While stuff is in developement, I usually hide those things, so as not to mislead users into thinking that something works (or should be working!) when it isn't supported yet. Sometimes I forget; this is one of those cases.

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

question: Has anyone else had any trouble with the 2da editor? I can't seem to get it to copy and paste. When I right click on an existing row, the pop-up will come up so i can copy a row, but when I go to paste it in a new or existing row, the pop-up won't show so i could paste the row...

question: Has anyone else had any trouble with the 2da editor? I can't seem to get it to copy and paste. When I right click on an existing row, the pop-up will come up so i can copy a row, but when I go to paste it in a new or existing row, the pop-up won't show so i could paste the row...

When you go to paste the clipboard, are you right-clicking on the destination row's header, the grey box part? If you have a row on the clipboard, you should get a context menu with "Insert Row, Copy Row, Paste Row, Insert Copied Row, and Renumber Row Labels" on it.

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

When you go to paste the clipboard, are you right-clicking on the destination row's header, the grey box part? If you have a row on the clipboard, you should get a context menu with "Insert Row, Copy Row, Paste Row, Insert Copied Row, and Renumber Row Labels" on it.

yes i'm clicking on the grey header...
i don't get the context menu, only on an existing row when i go to copy, but not when i go to paste... i don't know whats wrong with it... i even went as far as to remove (un-install) and re-install the progy...

yes i'm clicking on the grey header...
i don't get the context menu, only on an existing row when i go to copy, but not when i go to paste... i don't know whats wrong with it... i even went as far as to remove (un-install) and re-install the progy...

I think I ran into this problem as well when I was playing with different versions

@TOK
Try entering a Row # entry (whatever the next consecutive line# is), then see if the paste feature works. You may need to re-enter the line value after the paste, but this might be a temp workaround

I think I ran into this problem as well when I was playing with different versions

@TOK
Try entering a Row # entry (whatever the next consecutive line# is), then see if the paste feature works. You may need to re-enter the line value after the paste, but this might be a temp workaround

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub

i can right click on an existing row (numbered) and the context menu will show up and then i can copy that row, but when i right click on the row with the * i don't get the context menu, it will not show up so i can paste the row i just copied...

Edit: in the previous version i was able to do this, but now in this new version, it appears that when i copy a row, all i need to do is right click on the last numdered row in the list and insert the new row. you removed the option to click on the * to paste the new row... I see now says the blind man...

Edit x2: another thing though i noticed, it automatically renumbers all the rows, it gets rid of the '0' row at the beginning, which in affect could mess up someones appearence.2da file with the heads being improperly number...

"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub